Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 35 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 15 on the 20th Dusk 122nd year of Ascendancy at 16:28 0 / 8Killed by golem (servant of ATLAT2) at level 22 on the 74th Haze 122nd year of Ascendancy at 13:55 Killed by Emelayana the mean looking elven guard at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 12:05 Killed by Emelayana the mean looking elven guard at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 15:25 Killed by The Master at level 28 on the 22nd Regrowth 123rd year of Ascendancy at 18:44 Killed by Ukllmswwik the Wise at level 35 on the 11st Pyre 123rd year of Ascendancy at 14:36 Killed by Ukllmswwik the Wise at level 35 on the 11st Pyre 123rd year of Ascendancy at 16:31 Killed by orc archer at level 35 on the 13rd Pyre 123rd year of Ascendancy at 07:45 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 22) |
| Magic | 68 (base 60) |
| Willpower | 53 (base 47) |
| Cunning | 46 (base 28) |
Resources
| Life | -37/669 |
| Mana | 204/273 |
| Healing Factor | 0.77374999999996 |
| Regeneration | 1.8183124999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 3 |
| ESP Range | 15 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 5 |
| Crit Chance | 21% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 45 |
| Mental Save | 50 |
Defense: Resistances
| All | + 29%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Teleport Resistance | 50% |
| Poison Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1266% for 10 turns and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Fire alchemy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Golemancy | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame Infusion |
| talent | Body of Fire |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 33.43 nature damage per turn and decreasing all heals received by 53%. Insidious Poison |
| beneficial effect | Detects creatures of type humanoid/orc in radius 15. Overseer of Nations |
| beneficial effect | The bear in you is awaken, you take 25% less damage. Essence of Bearness |
| beneficial effect | Fire damage increased by 15%. Born into Magic |
| detrimental effect | The target is on fire, taking 26.55 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost anorithil from death by naga myrmidon. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you learnt talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you learnt talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 371. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Betidavena the Duskbender (0 def, 5 armour) Betidavena the Duskbender (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 fire Changes resistances: +18% darkness Changes resistances penetration: +25% fire A pair of boots made of leather. |
| Quiver | 171 alchemist onyx 171 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | alchemist's lamp 'Natureward' alchemist's lamp 'Natureward'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +14 (+5 eff.) Changes stats: +10 Str Changes resistances: +6% nature Physical save: +31 (+13 eff.) Light radius: +3 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed rough leather cap of the depths (0 def, 1 armour) bladed rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +5% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 24.4 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 2/100. The very essence of bearness! |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Neruwyn the Lavazephyr Neruwyn the LavazephyrPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning / 20 fire Changes resistances: +13% arcane / +6% fire Changes resistances penetration: +25% lightning / +15% fire Changes damage: +13% arcane / +6% lightning Rings can have magical properties. |
| Around waist | Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 4/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | potent elven-wood magestaff of blasting (31-37.2 power, 5 apr, fire element) potent elven-wood magestaff of blasting (31-37.2 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% fire Talent granted: +1 Command Staff Spellpower: +23 (+7 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 22.42 to 26.91 fire damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 94.83 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. This object's appearance was changed to ???. |
| Main armor | Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. This object's appearance was changed to ???. |
| Cloak | Mayabeth the cashmere cloak (9 def, 0 armour) Mayabeth the cashmere cloak (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 mind Changes stats: +6 Cun Changes resistances: +13% light / +18% fire Grants telepathy: Dragon Stealth bonus: +11 Mental save: +30 (+10 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Balodorek the Lustretrial Balodorek the LustretrialPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to blind Changes stats: +1 Mag Changes resistances penetration: +5% acid Changes damage: +6% acid / +6% light / +5% fire / +5% cold / +4% lightning Teleport immunity: +50% Life regen: +2.10 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 440 over 5 turns) regeneration infusion of the titan (heal 440 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 259 over 5 turns) regeneration infusion of the warrior (heal 259 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 42) teleportation rune of the titan (range 42)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earebar EarebarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +3% blight / +3% temporal / +11% mind Changes resistances penetration: +5% temporal Changes damage: +9% blight Confusion immunity: +23% Amulets can have magical properties. |
clarifying gold amulet of constitution (+4) clarifying gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% mind Confusion immunity: +25% Amulets can have magical properties. |
cleansing steel amulet of strength (+3) cleansing steel amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% nature / +13% blight Poison immunity: +22% Disease immunity: +28% Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
gold amulet 'Sootmight' gold amulet 'Sootmight'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +12% lightning / +2% physical Changes resistances penetration: +10% darkness Blindness immunity: +25% Disarm immunity: +40% Knockback immunity: +10% Amulets can have magical properties. |
grounding steel amulet of dexterity (+2) grounding steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
mindweaver's steel amulet of dexterity (+4) mindweaver's steel amulet of dexterity (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +1 Wil Mental save: +7 (+3 eff.) Confusion immunity: +12% Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
serendipitous gold amulet of constitution (+9) serendipitous gold amulet of constitution (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +8 (+4 eff.) Changes stats: +9 Lck / +3 Con Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
wanderer's gold amulet of healing wanderer's gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +4 Con Cut immunity: +40% Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
marksman's copper ring of the mountain (+11%) marksman's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
painweaver's gold ring of perseverance painweaver's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes damage: +5% all Stun/Freeze immunity: +22% Life regen: +1.40 Spellpower: +8 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
psionicist's copper ring of nature (+20%) psionicist's copper ring of nature (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% nature Changes damage: +10% nature Mental save: +4 (+2 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
rogue's steel ring of sensing rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
savage's stralite ring savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +13 (+5 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
savior's steel ring of blight (+11%) savior's steel ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Physical save: +8 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
sneakthief's gold ring of sensing sneakthief's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +5 Cun / +6 Dex Blindness immunity: +29% Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +8 Defense: +7 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Scorpionrage' stralite ring 'Scorpionrage'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Wil Changes resistances: +30% lightning Changes resistances penetration: +10% mind Changes damage: +15% lightning / +6% nature Mental save: +20 (+7 eff.) Equilibrium when hit: +0.08 Rings can have magical properties. |
warrior's gold ring of pilfering warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +11 Armour: +14 Defense: +7 (+4 eff.) Changes stats: +7 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
balancing hardened leather belt of transcendence balancing hardened leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +4 Dex Physical save: +8 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
hardened leather belt 'Adonor' hardened leather belt 'Adonor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 4 acid Changes stats: +1 Str Changes resistances: +3% physical Spell save: +8 (+3 eff.) Maximum stamina: +15.00 Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Mana each turn: +0.21 Maximum mana: +30.00 Spell crit. chance: +4% A belt that goes around your waist. |
cashmere cloak 'Korak' (2 def, 8 armour) cashmere cloak 'Korak' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +6 Wil Changes resistances: +14% cold Grants telepathy: Humanoid/Orc Maximum hate: +4.00 Mindpower: +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of the Shaloren (1 def, 0 armour) murderer's linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+3 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +1 Mag / +2 Wil / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. This object's appearance was changed to ???. |
undeterred pair of iron boots of evasion (10 def, 3 armour) undeterred pair of iron boots of evasion (10 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +22% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldspiker (0 def, 10 armour) Scaldspiker (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+16 eff.) Armour penetration: +11 Armour: +10 Damage (Melee): 11 physical Damage when hit (Melee): 20 fire Changes stats: +11 Cun / +5 Dex Changes resistances: +11% darkness / +5% arcane Changes damage: +7% physical Infravision radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+12 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming hardened leather gloves of strength (+4) (0 def, 2 armour) spellstreaming hardened leather gloves of strength (+4) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Changes stats: +4 Str Mana each turn: +0.11 Spellpower: +7 (+2 eff.) Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+7 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 49.17 fire and 24.97 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. This object's appearance was changed to ???. |
Unlighttaint the cashmere wizard hat (2 def, 0 armour) Unlighttaint the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +7% lightning / +8% temporal Changes damage: +6% mind Equilibrium when hit: +0.12 Maximum hate: +8.00 Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
74 alchemist agate 74 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 31 turns) dwarven-steel pickaxe of endurance (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Camochik the Sunwisp Camochik the SunwispPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +2 Wil Changes resistances: +9% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Mental save: +12 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Light radius: +3 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 59.31 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 50.40 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
watchleader's alchemist's lamp of the moons watchleader's alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Blindness immunity: +37% Confusion immunity: +14% Light radius: +7 Infravision radius: +3 See stealth: +11 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chalagrim [power 25] (11/20 cooldown) Chalagrim [power 25] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +5 Dex Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By ATLAT2 the Higher Alchemist level 29
25th Regrowth 123rd year of Ascendancy at 23:52 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By ATLAT2 the Higher Alchemist level 16
23rd Haze 122nd year of Ascendancy at 16:25 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By ATLAT2 the Higher Alchemist level 29
29th Regrowth 123rd year of Ascendancy at 03:31 see stats
Brave new world
Went to the Far East and took part in the war.By ATLAT2 the Higher Alchemist level 35
6th Pyre 123rd year of Ascendancy at 01:38 see stats
Bringer of Doom
Killed a Bringer of Doom.By ATLAT2 the Higher Alchemist level 31
43rd Regrowth 123rd year of Ascendancy at 05:46 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By ATLAT2 the Higher Alchemist level 32
57th Regrowth 123rd year of Ascendancy at 18:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By ATLAT2 the Higher Alchemist level 22
4th Decay 122nd year of Ascendancy at 11:27 see stats
Destroyer's bane
Killed Golbug the Destroyer.By ATLAT2 the Higher Alchemist level 34
71st Regrowth 123rd year of Ascendancy at 14:46 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By ATLAT2 the Higher Alchemist level 19
66th Haze 122nd year of Ascendancy at 04:40 see stats
Emancipation
Had the golem kill a boss while its master was already dead.By ATLAT2 the Higher Alchemist level 22
73rd Haze 122nd year of Ascendancy at 11:55 see stats
Exterminator
Killed 1000 creatures.By ATLAT2 the Higher Alchemist level 16
29th Haze 122nd year of Ascendancy at 11:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By ATLAT2 the Higher Alchemist level 23
7th Allure 123rd year of Ascendancy at 08:24 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ATLAT2 the Higher Alchemist level 16
23rd Haze 122nd year of Ascendancy at 15:36 see stats
Level 10
Got a character to level 10.By ATLAT2 the Higher Alchemist level 10
3rd Summertide 122nd year of Ascendancy at 07:06 see stats
Level 20
Got a character to level 20.By ATLAT2 the Higher Alchemist level 20
68th Haze 122nd year of Ascendancy at 11:14 see stats
Level 30
Got a character to level 30.By ATLAT2 the Higher Alchemist level 30
34th Regrowth 123rd year of Ascendancy at 05:44 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By ATLAT2 the Higher Alchemist level 30
40th Regrowth 123rd year of Ascendancy at 02:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ATLAT2 the Higher Alchemist level 16
35th Dusk 122nd year of Ascendancy at 20:32 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ATLAT2 the Higher Alchemist level 26
6th Regrowth 123rd year of Ascendancy at 05:59 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By ATLAT2 the Higher Alchemist level 22
73rd Haze 122nd year of Ascendancy at 11:55 see stats
Size matters
Did over 600 damage in one attack.By ATLAT2 the Higher Alchemist level 23
7th Allure 123rd year of Ascendancy at 08:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By ATLAT2 the Higher Alchemist level 34
71st Regrowth 123rd year of Ascendancy at 20:11 see stats
Take you with me
Killed a boss while already dead.By ATLAT2 the Higher Alchemist level 22
73rd Haze 122nd year of Ascendancy at 11:55 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By ATLAT2 the Higher Alchemist level 16
23rd Haze 122nd year of Ascendancy at 16:25 see stats
The Arena
Unlocked Arena mode.By ATLAT2 the Higher Alchemist level 6
78th Pyre 122nd year of Ascendancy at 15:53 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By ATLAT2 the Higher Alchemist level 16
23rd Haze 122nd year of Ascendancy at 16:25 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ATLAT2 the Higher Alchemist level 18
59th Haze 122nd year of Ascendancy at 22:46 see stats
The secret city
Discovered the truth about mages.By ATLAT2 the Higher Alchemist level 10
3rd Flare 122nd year of Ascendancy at 16:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ATLAT2 the Higher Alchemist level 26
16th Regrowth 123rd year of Ascendancy at 11:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ATLAT2 the Higher Alchemist level 18
51st Haze 122nd year of Ascendancy at 10:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By ATLAT2 the Higher Alchemist level 28
22nd Regrowth 123rd year of Ascendancy at 23:07 see stats
Log
ATLAT2 feels pain again.
ATLAT2 stops regenerating health quickly.
Burning from Orc pyromancer hits ATLAT2 for 20 fire damage.
Burning Shock from Orc pyromancer hits ATLAT2 for 16 fire damage.
ATLAT2 is poisoned!
Orc archer's Infusion: Insidious Poison hits ATLAT2 for 28 nature damage.
Skeleton master archer hits Golem (servant of ATLAT2) for 1 physical damage.
Orc warrior calms down.
Orc warrior roars triumphantly.
Orc warrior hits Golem (servant of ATLAT2) for 23 physical damage.
Orc warrior killed Golem (servant of ATLAT2)!
Skeleton master archer shoots!
ATLAT2's Body of Fire hits Orc archer for 61 fire damage.
Orc archer shoots!
ATLAT2 stops burning.
Insidious Poison from Orc archer hits ATLAT2 for 22 nature damage.
Burning Shock from Orc pyromancer hits ATLAT2 for 16 fire damage.
ATLAT2 resists the mind attack!
Skeleton master archer shoots!
The shield around skeleton master archer crumbles.
Orc archer's Shoot hits ATLAT2 for 119 physical, 9 acid, 10 arcane, 9 mind, 8 darkness (156 total damage).
Orc berserker uses Infusion: Heroism.
Orc warrior starts to bleed.
Skeleton master archer's Shoot hits Orc warrior for 128 physical, 2 physical, 9 temporal (139 total damage).
ATLAT2's Body of Fire hits Orc archer for 40 fire damage.
Orc archer shoots!
Orc archer roars triumphantly.
Saving game...
